PRIM SPECULAR/ja

From Second Life Wiki
Jump to navigation Jump to search

Description

Constant: integer PRIM_SPECULAR = 36;

The integer constant PRIM_SPECULAR has the value 36

Used to get or set the specular map texture settings of a prim's face.

llSetPrimitiveParams

[ PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rot, vector specular_color, integer glossiness, integer environment ]
• integer face 番号もしくは ALL_SIDES
• string texture プリムの インベントリ の中にあるtextureまたは UUID
• vector repeats x and y range from -100.0 to 100.0, in 0.0001 increments. Negative values flip the texture (z is ignored)
• vector offsets x and y range from 0.0 to 1.0, in 0.0001 increments. (z is ignored)
• float rot
• vector specular_color specular color, in the range ZERO_VECTOR (black) to <1,1,1> (white)
• integer glossiness glossiness exponent, in the range 0 to 255
• integer environment environmental reflection exponent, in the range 0 to 255

Used with llSetPrimitiveParams/ja & llSetLinkPrimitiveParams/ja.

Caveats

  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set the "Flip" attribute.
  • To clear the specular map parameters from the face (and possibly remove the material), set texture to NULL_KEY (the other parameters must be supplied in this case but will be ignored).
  • Note that whenever any face in a linkset contains a material (i.e. has a non-default PRIM_NORMAL, PRIM_SPECULAR, or PRIM_ALPHA_MODE), the linkset will use the new accounting system.
  • In the default texture mapping mode the texture repeats units are in texture repeats per face. In the planar texture mapping mode the texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.


Examples

llSetPrimitiveParams([ PRIM_SPECULAR, ALL_SIDES, "3a97e824-fd26-1d9f-ffe7-00d0264e6631", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, <0.275, 0.624, 0.832>, 180, 10]);
llSetPrimitiveParams([ PRIM_SPECULAR, ALL_SIDES, llGetInventoryName(INVENTORY_TEXTURE, 0), <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, <1,1,1>, 200, 0]);

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_SPECULAR, integer face ]);

Returns the list [ string texture, vector repeats, vector offsets, float rot, vector specular_color, integer glossiness, integer environment ]

• integer face 番号もしくは ALL_SIDES

• string texture プリムの インベントリ の中にあるtextureまたは UUID
• vector repeats x and y range from -100.0 to 100.0, in 0.0001 increments. Negative values flip the texture (z is ignored)
• vector offsets x and y range from 0.0 to 1.0, in 0.0001 increments. (z is ignored)
• float rot
• vector specular_color specular color, in the range ZERO_VECTOR (black) to <1,1,1> (white)
• integer glossiness glossiness exponent, in the range 0 to 255
• integer environment environmental reflection exponent, in the range 0 to 255

Caveats

  • faceALL_SIDES であれば PRIM_SPECULAR は全ての面に作用します。
  • face が存在しない面を指している場合、 PRIM_SPECULAR の結果は an empty list. です。
  • repeats is not only used to get the number of repeats but the sign of the individual components indicate if "Flip" is set.
  • With texture as with llGetTexture, NULL_KEY is returned when the owner does not have full permissions to the object and the texture is not in the prim's inventory.
  • If face indicates a face that exists but does not contain a material, the PRIM_SPECULAR return is [ NULL_KEY, <1,1,0>, ZERO_VECTOR, 0.0 <1,1,1>, 51, 0]
  • In the default texture mapping mode the texture repeats units are in texture repeats per face. In the planar texture mapping mode the texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.


Target

In the case of llGetPrimitiveParams is either the prim the script resides in, or the prim specified by the immediately prior PRIM_LINK_TARGET call. However in the case of llGetLinkPrimitiveParams, it is either the value of the link parameter, or the prim specified by the immediately prior PRIM_LINK_TARGET call.

Caveats

  • texture がプリムの中で見つからない場合、かつこれが UUID でない場合、またはこれがtextureでない場合、エラーが DEBUG_CHANNEL 上で叫ばれます。
  • textureUUID である場合、オブジェクト自体に新たな アセット権限 が発生するようなことはありません。
    • アセットをプリムのインベントリの中に置いた場合、これまで発生していた使用制限は新しいオブジェクトで新たに作成されません。


Related Articles

Functions

•  llSetPrimitiveParams/ja
•  llSetLinkPrimitiveParams/ja
•  llGetPrimitiveParams/ja
•  llGetLinkNumber Returns the link number of the prim the script is in.

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

Deep Notes

Search JIRA for related Issues

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

integer PRIM_SPECULAR = 36;